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- ; extended config (currently loaded prior to cam.cfg)
- ;
- ; contains defaults to enable enhancements and other settings to run nicely on modern systems
- ; (remove/rename file to go old school)
- ; ------------
- ; display mode
- ; ------------
- ; enable Direct3D 9 based display system (instead of the legacy DirectX 6 one)
- use_d3d_display
- ; use a single resolution for both menu system and in-game, with normal double buffering (in fullscreen)
- single_display_mode 2
- ; same as above but with triple buffering
- ;single_display_mode 3
- ; alternative buffering mode that uses blitting instead of buffer flipping in fullscreen, the same method
- ; as windowed mode uses (vsync may sporadically miss frame starts on some systems)
- ;single_display_mode
- ; scale menu system to fit screen (in "single_display_mode") using 3D HW for best quality
- ; (if you're having trouble like a black screen when starting the game try mode 0 or 1)
- ; when "use_d3d_display" is enabled, 3D HW is always used, this only sets the scale mode to fit screen
- ui_scale_mode 2
- ; display refresh synchronization mode (in "single_display_mode"), default is 3 which means enabled
- ; in-game and in menu screens. To disable synch, set mode 0.
- ; NOTE: certain graphics driver settings may override synch behavior of the game
- ; NOTE2: synch support in windowed mode with "use_d3d_display", may depend on Windows version and settings
- ;vsync_mode 0
- ; for displays with really high refresh rates (like 120 Hz) the game might be running too fast,
- ; try following mode to make the game update every second display refresh (if supported by the card/driver)
- ;vsync_mode 7
- ; software based framerate limiter (in "single_display_mode")
- framerate_cap 100.0
- ; use 32-bit rendering for everything (also filters out 16-bit video modes)
- ; (this is automatically enabled with "use_d3d_display", which doesn't support 16-bit modes)
- force_32bit
- ; force game to run in windowed mode
- ;force_windowed
- ; for graphics cards that support it, limit buffering of GPU commands to 1 frame in menu screens, to keep
- ; input lag to a minimum (for older cards where this has no effect, it should also work to reduce lag by
- ; setting "SlowFrameUI" to a value that corresponds to the refresh rate or slightly below)
- ;d3d_disp_limit_gpu_frames 1
- ; enabling limiting in-game can have a positive effect by reducing framerate unevenness, stuttering and/or
- ; mouse lag, at potentially some framerate loss, which may not be an issue if the framerate is high anyway
- ; (should probably be avoided for CrossFire/SLI type of setups)
- d3d_disp_limit_gpu_frames 1 1
- ; enable scaling of in-game 2D overlay (HUD), makes the things like current item/weapon text, or SS2
- ; HUD/panels, larger at resolutions of 1280x960 or higher with pixel perfect scaling (requires "use_d3d_display")
- ; NOTE: Enabling scaling may actually improve performance, especially at high resolutions.
- ;d3d_disp_scaled_2d_overlay 64
- ; alternatively a fixed 2D resolution can be defined, which is aspect ratio corrected and scaled up
- ; to the current resolution, without enforcing pixel perfectness (ie. filtering makes it a bit less crisp)
- ;d3d_disp_scaled_2d_overlay 640 480
- ; force scaled menu and 2D overlay graphics to always use bilinear filtering, even when scaled an even multiple
- ; (smoothness/fuzziness vs pixel perfectness)
- ;d3d_disp_force_filter_scale2d
- ; lock horizontal FOV to be the same in widescreen modes as in 4:3 (compensates vertical FOV instead)
- ;widescreen_lock_hfov
- ; FOV, specified for reference 4:3 aspect ratio, widescreen automatically adjusts this value
- ; (default is 90)
- ;fov 90
- ; up to 8 user defined display modes, if you want some resolution that isn't supported by default
- ; format: <width> <height> [ <bitsPerPixel> [ <aspectX> <aspectY> ] ]
- ; NOTE: resolutions exceeding 2048 only work with "use_d3d_display" (because DirectX 6 doesn't support larger)
- ;
- ; 1600x768 32bpp 25:12 (skipping "32 25 12" would also work because default is 32-bit and aspect would be auto)
- ;user_mode1 1600 768 32 25 12
- ; 2880x900 32bpp 16:5
- ;user_mode2 2880 900 32 16 5
- ; 6144x1536 32bpp - three 4:3 monitors at 2048x1536 each, gives an aspect ratio of 4*3:3
- ;user_mode3 6144 1536 32 12 3
- ; 3840x1024 32bpp - three 4:3 monitors at 1280x1024 each gives an aspect ratio of 4*3:3
- ;user_mode4 3840 1536 32 12 3
- ; 3200×2048 32bpp 25:16 (WQSXGA)
- ;user_mode5 3200 2048 32 25 16
- ; enabling this option allows the UI (menus, map/objectives, readables) screens to have its own gamma setting
- ; useful if you get blinded everytime you open the map or read a book
- ;gamma_ui 0.7
- ; --------------
- ; movie playback
- ; --------------
- ; display movie within the UI area instead of maximizing (only meaningful when "ui_scale_mode 1" is specified)
- ;scale_movie_to_ui
- ; crop movies to fill out widescreen displays better (does NOT work in combination with "scale_movie_to_ui")
- ; the original shock cutscenes are letterboxed so this works well there, for thief it's a judgement call to
- ; lose some of the bottom and top parts of the image in favor of covering more of the monitor (the default
- ; crop rect, when not supplying a custom one, is optimized for SS2 and is 0 70 640 340)
- ;crop_movies
- ; alternatively a custom crop rect (left, top, width, height) can be specified with the "crop_movies" var
- ; in virtual 640x480 space, meaning regardless of what resolution the movie is the crop rect is still
- ; specified as if the movie were 640x480
- ;crop_movies 0 70 640 340
- ; filter quality used during internal processing of movie, default is 4, if you have performance issues
- ; you can try lowering the quality
- ;movie_sw_scale_quality 2
- ; (thief) list of movies to exclude from cropping (only used if "crop_movies" is enabled)
- movie_crop_exclude credits.avi+success.avi+death.avi
- ; (shock) list of movies to exclude from cropping (only used if "crop_movies" is enabled)
- ;movie_crop_exclude intro.avi+credits.avi
- ; gamma setting for movie playback (default is 1.0)
- ;gamma_movie 0.7
- ; keep ffmpeg dll loaded to reduce technical issues
- no_unload_ffmpeg
- ; ---------------
- ; texture quality
- ; ---------------
- ; load/create all textures as 32-bit and enable other 32-bit rendering path for some other subsystems
- force_32bit_textures
- ; enable hardware mipmaps (mode 1 may be faster but may or may not be at lower quality, depends on driver/HW)
- ; NOTE: on less powerful machines this may cause temporary framerate drops as textures are cached in to gfx mem,
- ; try disabling mipmaps by removing the option or setting it to 0.
- mipmap_mode 2
- ; mipmap generation mode for lightmaps (only used when hardware mipmaps are enabled), disabled in an attempt
- ; to reduce occasional light bleeding artifacts (YMMV)
- ; 0 disabled, 1 fastest, 2 use same method as mipmap_mode (default when no mode is explicitly set)
- lm_mipmap_mode 0
- ; clear lightmap texture surfaces (reduces occurrences of light bleeding artifacts)
- lm_init_texmem 2
- ; 1 pixel spacing between cached lightmaps to reduce light bleeding artifacts (requires "lm_init_texmem 2")
- lm_filter_margin 1
- ; enable 16 sample anisotropic texture filtering
- tex_filter_mode 16
- ; enable trilinear texture filtering
- tex_filter_trilinear
- ; adjust the distance factor at which lower mip maps are selected by HW (a value between -16.0 and 16.0)
- ;mipmap_bias -1.0
- ; disable the use of anisotropic filtering for lightmaps (combined with other lm_ settings may help reduce light
- ; bleeding artifacts)
- disable_lightmap_aniso
- ; enable edge padding of alpha textures (that are no larger than 256) to get rid of purple outlines (this
- ; will add some extra processing while loading texture)
- tex_edge_padding 2
- ; edge padding size can be adjusted to increase quality of lower mipmaps (larger pad size) or to reduce the
- ; amount of processing during load (smaller pad size)
- ;tex_max_edge_padding 8
- ; --------------
- ; render options
- ; --------------
- ; render objects with 1-bit alpha (/chroma key) as opaque objects (alpha test support must not be disabled)
- ; this is not enabled by default as it may have some side effects like z-fighting on overlapping decal objects,
- ; but it probably fixes more than it breaks so it's enabled here
- alpha_test_as_opaque
- ; render square particles as disks
- square_parts_as_disks
- ; render pixel particles as (small) disks
- pixel_parts_as_disks
- ; render (new sky) stars with a resolution independent size (default always renders stars as 3x3 pixel polygons)
- ;fixed_star_size 0.5
- ; increased max view distance (default is 256) so z-buffering works correctly on missions with large areas
- ; (individual missions may set an even larger view distance if the mission requires it)
- z_far 512
- ; enable z-compare during level geometry rendering this allows somewhat more optimal level geometry rendering
- ; (missions that weren't built with new sky support in mind, may have visual glitches in locations that have
- ; "impossible geometry" when this option is enabled)
- wr_render_zcomp
- ; -------------------
- ; D3D9 render options
- ; -------------------
- ; NOTE: these options can only have any effect when "use_d3d_display" is enabled
- ; by default it will try to use an enhanced 32-bit precision display mode, if the driver supports it, but
- ; there may be instances (like with integrated intel GPUs) where the driver does support it but it may not
- ; work correctly (such as gamma not working), this option will disable the use of enhanced precision
- ;d3d_disp_no_rgb10_buf
- ; multisampling (anti-aliasing) level
- ; IMPORTANT: some integrated graphics HW may not work correctly with multisampling and you will be left with a
- ; black screen, if that happens disable this option again
- multisampletype 8
- ; enable 16-bit floating point render buffer (for improved rendering and postprocessing quality, at the
- ; expense of video memory and performance)
- ;d3d_disp_enable_hdr
- ; enable 32-bit floating point render buffer (if you don't know what else to do with your memory and GPU time)
- ; NOTE: some driver version(s) may have a bug where running 32-bit FP also requires multisampling to be enabled
- ; or things can break (like a black screen)
- ;d3d_disp_enable_hdr 32
- ; enable software (ie. shader) based gamma and color processing (improves quality at the expense of performance,
- ; and also enables in-game gamma to be applied in windowed mode)
- ;d3d_disp_sw_cc
- ; optional saturation setting when "d3d_disp_sw_cc" is enabled, 0 is black and white, 1 is normal color
- ; (does not affect menu screens)
- ;d3d_disp_sw_cc_sat 0.25
- ; optional color filter when "d3d_disp_sw_cc", RGB values are between 0 and 1, default is "1 1 1" (white)
- ; (does not affect menu screens)
- ;d3d_disp_sw_cc_rgbfilter 1 0.7 0.3
- ; enable postprocessing (bloom)
- ;postprocess 1
- ; bloom intensity factor, default is 5
- ;bloomscale 5
- ; bloom/"glow" radius defined as percentage of the screen's diagonal, default is 2 (the larger values
- ; require more GPU processing)
- ;bloom_range 2
- ; bloom saturation, 0 completely desaturated, 1 is fully colored, default is 0.7
- ;bloom_saturation 0.7
- ; min value required (for R, G and B) in order for a pixel to be included in bloom processing, default is 0.6
- ; (with a low value a lot of surfaces will glow, with a high value only the really bright surfaces will glow)
- ; for SS2 you might want to consider increasing this slightly, as the game is generally brighter
- ;bloom_threshold 0.7
- ; enable screen distortion effects, like chipped glass or heat distortion from fire arrows
- d3d_disp_enable_distortionfx
- ; enable alpha-to-coverage functionality, for smoother edges and less aliasing on alpha tested surfaces,
- ; if the nVidia/AMD/ATI graphics card supports it (requires multisampling to be enabled)
- ;d3d_disp_enable_atoc 1
- ; for nVidia cards that support SSAA this can be enabled instead (slightly better quality at the expense of
- ; performance)
- ;d3d_disp_enable_atoc 2
- ; if "d3d_disp_enable_atoc" is enabled and the graphics card supports it you may also want to enable this to
- ; make the edges even smoother (WARNING: if atoc isn't supported or "tex_edge_padding" isn't enabled, enabling
- ; this will make things look worse)
- ;default_alphatest_ref 1
- ; alpha for 2D overlay (HUD text, bitmaps), default is 1 (opaque)
- ;d3d_disp_2d_overlay_alpha 0.7
- ; --------------
- ; update timings
- ; --------------
- ; use high resolution timers (preferable but disabled by default for best compatibility, as it may not work
- ; correctly on older OS versions, such as some XP systems where hi-res timer implementation uses RDTSC, which can
- ; result in movement speeds going crazy and more)
- ;use_hi_res_timer
- ; lock physics updates to a fixed frequency, this ensures that player movement speed is constant and framerate
- ; independent. not necessary if vsync is enabled, however for high refresh rates player movement would still be
- ; faster than originally intended, uncomment this in that case
- ; (vsync method is preferable)
- ;phys_freq 60
- ; framerate cap for menu system (specified as minimum frame time in ms), reduces GPU and CPU load in menus
- SlowFrameUI 10
- ; set minimum frame time value to 1ms to avoid speedups at high framerates, this does NOT cap the framerate
- ; it only sets the lower frame time limit so that if a frame is shorter than this, the engine will pretend
- ; that it was this long
- min_frame_time 1
- ; cap engine update frequency to 250 Hz (specified as min updated time in ms), for a software framerate cap when
- ; using "single_display_mode" it's probably better to use "framerate_cap", this is just a last resort cap
- SlowFrame 4
- ; -------------
- ; sound options
- ; -------------
- ; if EAX is enabled and sounds sound too direct when under water (the same or almost the same as above)
- ; then try enabling one of these (or experiment with custom values)
- ;submerged_sound_occlusion 0.1 0.5 0.88
- ;submerged_sound_occlusion 0.3 0.1
- ; force the use of UnderWater reverb/EAX environment when the player is under water
- ;force_underwater_reverb
- ; when using the OpenAL sound driver the default AL device may sometimes cause problems, in particular for
- ; on-board sound controllers, in those instances you can try an alternative AL device. Which other AL devices
- ; are available can be seen in the log file (when AL is enabled). It seems that usually the "Generic Software"
- ; device is available, which is a good one to try as an alternative.
- ;snd_oal_device Generic Software
- ; ------------
- ; misc options
- ; ------------
- ; enable more elaborate tracing for rain/snow impacts so it also hits more things than just terrain
- ; (the calculations are a bit more expensive, if you're running on a slow machine and experience an
- ; unusual slowdown with rain/snow you could try to disable this and see if it helps)
- enhanced_precip_trace
- ; enable more elaborate visibility tracing for coronas so that objects/characters also obstruct line of sight
- ; (the calculations are a bit more expensive, if you're running on a slow machine and experience an
- ; unusual slowdown with coronas you could try to disable this and see if it helps)
- enhanced_corona_trace
- ; enable more elaborate tracing for AI footstep sounds so it hits objects and not just terrain
- ; (the calculations are a bit more expensive, if you're running on a slow machine and experience performance
- ; problems you could try to disable this and see if it helps)
- enhanced_aifootstep_trace
- ; enable more elaborate tracing for AI body and suspicious obj detection so it hits objects and not just terrain,
- ; this will for example prevent AIs from seeing bodies through closed doors
- ; (the calculations are a bit more expensive, if you're running on a slow machine and experience performance
- ; problems, in missions with a larger amount of bodies, you could try to disable this and see if it helps)
- enhanced_aidetect_trace
- ; screenshot format (default is BMP), other options are PNG or PCX (note that PNG shots will take longer
- ; due to the compression process)
- screenshot_format png
- ; use a date/time based numeric suffix instead, for screenshot filenames
- ;screenshot_timestamp
- ; skip CD check
- skip_starting_checks
- ddf_tex_override
- ; enable extended keyboard language detection to allow the game to more accurately detect supported layouts,
- ; it also adds support for detection of UK and French Canadian keyboards. NOTE: if the game previously failed
- ; to detect the layout, so it used the default English-US, the key bindings may have to be redone
- ;ext_kb_country_check
- ; -------------
- ; game specific
- ; -------------
- ; enable new mantling code
- new_mantle
- ; render particle effects attached to weapons (i.e. fire arrows before being fired)
- render_weapon_particles
- ; disable "force matching unrefs" when loading old SS2/T1 particle data so "render_weapon_particles" can handle
- ; rendering instead (to avoid issues like particles randomly disappearing)
- legacy_force_match_unrefs 0
- ; enable z-buffer use when rendering the player arm/weapon, to get rid of the sword and blackjack being drawn
- ; on top of the hand
- dark_zcomp_arm
- ; scale bitmap based inventory icons/objects at higher screen resolutions (like body carry icon)
- ;scaled_inv_bitmaps
- ; open last viewed map page if no automap location is found for current player location
- dark_map_remember_last
- ; alternative shading of visited/current map areas
- ;dark_map_decal_scheme 1
- ;dark_map_decal_scheme 1 -0.2 -0.3 -0.5 -0.2 -0.2 0.2
- ; original look
- ;dark_map_decal_scheme 1 -0.3 -0.3 1.1 1.3 1.3 0.2
- ; original look with swapped colors for visited and current
- ;dark_map_decal_scheme 1 1.3 1.3 0.2 -0.3 -0.3 1.1
- ; left align map notes
- ;dark_map_lalign_notes
- ; use a single bind file in shock (user2.bnd is ignored)
- shock_single_bind_set
- ; use a regular save slot for quicksaves, instead of the original behaviour of simply saving to the default
- ; autosave/current slot. Specify 0-14 to use a regular save slot, or -1 for the default behaviour of using
- ; the default autosave/current slot
- shock_quicksave_slot 14
- ; similar to above 'shock_quicksave_slot' except for autosaves (which are saved during level transfer)
- ;shock_autosave_slot 13
- ; head bob scale factor (a value between 0 and 1), useful if the head bobbing is causing motion sickness
- ;bob_factor 0.3
- ; weapon bob scale factor in shock (a value between 0 and 1), also useful against motion sickness
- ;shock_gun_bob_factor 0.2
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